Digital Foundry Article Technical Discussion [2022]

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DF Written Article @ https://www.eurogamer.net/digitalfo...miles-morales-pc-is-another-stellar-sony-port

Marvel's Spider-Man: Miles Morales PC is another stellar Sony port​

Ray tracing upgrades detailed, optimised settings supplied.

Marvel's Spider-Man: Miles Morales is a lot like the expansion pack of old: the same characters, a new story, a visual revamp and a small dose of new technology. For the PC version of the PS5 launch game, developer Nixxes builds on all of the great work it did with its port of Marvel's Spider-Man Remastered, the new release benefiting from the various optimisations and revisions made over time - while the addition of ray-traced shadows adds further to the PC version's already impressive upgrades over the PS5 version.

As it's built on the same fundamental technology, the game runs much like Remastered - and has the exact same recommended system specifications. However, there's an argument that city performance may be marginally improved (I measured a circa five percent increase) but that's likely down to the revamped winter city, with the small changes to art this entails - like the lack of leaves on the trees, for example.

In putting together optimised settings and the PlayStation 5 comparisons you'll see in the embedded video below, the changes Nixxes has made allow me to get a better lock on what some of the settings actually do - and now all of them actually seem fully functional. It wasn't clear what crowd and traffic density settings actually did at the launch of Marvel's Spider-Man Remastered, but now they do seem to work - as does the HBAO+ ambient occlusion alternative to the SSAO solution ported over from the PlayStation code.

...
 
DF Written Article @ https://www.eurogamer.net/digitalfo...miles-morales-pc-is-another-stellar-sony-port

Marvel's Spider-Man: Miles Morales PC is another stellar Sony port​

Ray tracing upgrades detailed, optimised settings supplied.

Marvel's Spider-Man: Miles Morales is a lot like the expansion pack of old: the same characters, a new story, a visual revamp and a small dose of new technology. For the PC version of the PS5 launch game, developer Nixxes builds on all of the great work it did with its port of Marvel's Spider-Man Remastered, the new release benefiting from the various optimisations and revisions made over time - while the addition of ray-traced shadows adds further to the PC version's already impressive upgrades over the PS5 version.

As it's built on the same fundamental technology, the game runs much like Remastered - and has the exact same recommended system specifications. However, there's an argument that city performance may be marginally improved (I measured a circa five percent increase) but that's likely down to the revamped winter city, with the small changes to art this entails - like the lack of leaves on the trees, for example.

In putting together optimised settings and the PlayStation 5 comparisons you'll see in the embedded video below, the changes Nixxes has made allow me to get a better lock on what some of the settings actually do - and now all of them actually seem fully functional. It wasn't clear what crowd and traffic density settings actually did at the launch of Marvel's Spider-Man Remastered, but now they do seem to work - as does the HBAO+ ambient occlusion alternative to the SSAO solution ported over from the PlayStation code.

...
stellar is the word, it has a bit of everything, from modern settings to giving users the choice to switch between different reconstruction techniques or good ol' upscaling methods like FSR and IGTI or whatever is called.

On another note, this might be a bit old but I got both games on Steam the other day thinking it was a first worldwide launch :) but found this DF video from a year ago. Quite enlightening. Wish they added XeSS support, I can't even use the FSR 2 mod. 😞FSR 2 is excellent, quality wise. I notices it only starts to break apart the more distance from the player you are, on wires and thin contours -like metallic towers or small details from mid to long distance-, or on fast moving thin objects like cables fluttered by the wind, and in that sense it is still far behind DLSS, and even XeSS, but it does a really good job overall. I doubt Crytek is ever going to do that, although it would be nice, it's not that those reconstruction techniques aren't free to implement and we paid fairly for the game just to have it limited.

 
Thank you my friend ❤️
Nixxes are pretty capable people. They worked in what I consider the best modern Tomb Raider title, Shadow of the Tomb Raider, a great game -the closest one to Lara Croft spirit of the original games of the franchise, imho-, too bad that id didn't sell like the others but it's by far the best of the recent trilogy of Tomb Raider games, imho. Sometimes life is not fair, it's how it is.

Microsoft at least knew how to recognize the excellent talent of Crystal Dynamics staff and got them to work on Perfect Dark, if I am not mistaken.
 
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DF Written Article @ https://www.eurogamer.net/digitalfo...miles-morales-pc-is-another-stellar-sony-port

Marvel's Spider-Man: Miles Morales PC is another stellar Sony port​

Ray tracing upgrades detailed, optimised settings supplied.

Marvel's Spider-Man: Miles Morales is a lot like the expansion pack of old: the same characters, a new story, a visual revamp and a small dose of new technology. For the PC version of the PS5 launch game, developer Nixxes builds on all of the great work it did with its port of Marvel's Spider-Man Remastered, the new release benefiting from the various optimisations and revisions made over time - while the addition of ray-traced shadows adds further to the PC version's already impressive upgrades over the PS5 version.

As it's built on the same fundamental technology, the game runs much like Remastered - and has the exact same recommended system specifications. However, there's an argument that city performance may be marginally improved (I measured a circa five percent increase) but that's likely down to the revamped winter city, with the small changes to art this entails - like the lack of leaves on the trees, for example.

In putting together optimised settings and the PlayStation 5 comparisons you'll see in the embedded video below, the changes Nixxes has made allow me to get a better lock on what some of the settings actually do - and now all of them actually seem fully functional. It wasn't clear what crowd and traffic density settings actually did at the launch of Marvel's Spider-Man Remastered, but now they do seem to work - as does the HBAO+ ambient occlusion alternative to the SSAO solution ported over from the PlayStation code.

...
it's nice to have the optimised settings written down and explained like that. It's one of the advantages of written content over video.
 
Here you go:

after reading that interview Spiderman is going to be my second ever Sony game -I got Horizon Zero Dawn some time ago-.

Quite interesting to know how Windows 10 + HDR is a bit messy sometimes. It got better with Windows 11.
 
after reading that interview Spiderman is going to be my second ever Sony game -I got Horizon Zero Dawn some time ago-.

Quite interesting to know how Windows 10 + HDR is a bit messy sometimes. It got better with Windows 11.
So far out of horizon zero dawn , spiderman and days gone. I would rank days gone as the best. Will wait on miles until its cheap. I stopped horizon zero dawn half way through but finished spiderman and days gone. I am told miles is better
 
If Forbidden West gets announced for PC the heads of PS fanboys on Twitter will explode.

I would love to see it :ROFLMAO:

But yea, RTGI would be my pick for the game too, but if they want to implement every ray tracing feature so it's future proof I'll accept that too.
Nixxes optimizes the RT pretty well on the GPU side, the performance costs are pretty reasonable and it scales down well with different settings. They could very well implement every RT feature.

The dream would be of course, two seperate versions like Metro Exodus did. One for RT capable GPUs with all baked light maps removed and one normal version. Steam could decide automatically which version to download based on the graphics card.
 
Nixxes optimizes the RT pretty well on the GPU side, the performance costs are pretty reasonable and it scales down well with different settings. They could very well implement every RT feature.

The dream would be of course, two seperate versions like Metro Exodus did. One for RT capable GPUs with all baked light maps removed and one normal version. Steam could decide automatically which version to download based on the graphics card.
that way you also let players choose whether to play with RT on or off. Some people prefers to play without RT or dont feel like the need for it, while others prefer that natural lighting. What I noticed playing games with RT is that it's far easier to feel like taking a screenshot 'cos a certain scene feels like real life but you are playing a game and find that surprisingly impressive. Other than that, it's all about each person's preferences.
 
So far out of horizon zero dawn , spiderman and days gone. I would rank days gone as the best. Will wait on miles until its cheap. I stopped horizon zero dawn half way through but finished spiderman and days gone. I am told miles is better
got miles already -and Doom Eternal, on sale-, and that's the last game I am getting in a while. Days Gone is about zombies -same reason why Dying Light 2 doesn't pick my interest- iirc and well, it's a DX11 game so no DLSS, nor XeSS or similar afaik. I really like the added AA and other benefits from those.
 
got miles already -and Doom Eternal, on sale-, and that's the last game I am getting in a while. Days Gone is about zombies -same reason why Dying Light 2 doesn't pick my interest- iirc and well, it's a DX11 game so no DLSS, nor XeSS or similar afaik. I really like the added AA and other benefits from those.

The hordes mechanic is very unique in DG, the sheer amount and speed of them are maybe not what you imagine a game involving zombies to be.

Agreed that no reconstruction methods hurt its technical achievements a bit (especially considering it's one of the best implementations of checkerboarding on the PS4/PS5), however the TAA is at least decent, and your 770 theoretically could do 4k/60 at console, or slightly above settings - whether Intel's drivers can deliver that is another matter though.

DLSS does not depend on DX12 at all though. The vast majority of games with DLSS have DLSS working in DX11 mode, if they have the option or if they're DX11 only.
 

Of particular note is the segment I've timestamped above, where Alex expresses some...concern about UE 5.1's PSO compilation process. This may not be the panacea we have hoped for. 😟
I haven't watched it yet, but I felt the same thing after reading the 5.1 Release Notes.

However, here's the thing.. While it's apparent that it's not going to make it something developers don't have to worry about and that it all just happens automatically, I think it will certainly help reduce longer initial PSO compilation times, and can also help with quicker loading times. The developer can mix and match compilation styles.. and the heavy scenes with shaders that might not be compiled in time (which should be far less than before) can still be precompiled before hand.

But in the end, it's still going to be on the developer to ensure that those things are pre-compiled. Which is why it's really important that we keep CLEARLY sending the message that this stuttering isn't acceptable... so that they don't repeat the same issue in their future games.
 
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